/*****************************************************************************
                    The Dark Mod GPL Source Code

 This file is part of the The Dark Mod Source Code, originally based
 on the Doom 3 GPL Source Code as published in 2011.

 The Dark Mod Source Code is free software: you can redistribute it
 and/or modify it under the terms of the GNU General Public License as
 published by the Free Software Foundation, either version 3 of the License,
 or (at your option) any later version. For details, see LICENSE.TXT.

 Project: The Dark Mod (http://www.thedarkmod.com/)

******************************************************************************/

#ifndef __R_IMAGE_H__
#define __R_IMAGE_H__

/*
====================================================================

IMAGE

idImage have a one to one correspondance with OpenGL textures.

No texture is ever used that does not have a corresponding idImage.

no code outside this unit should call any of these OpenGL functions:

qglGenTextures
qglDeleteTextures
qglBindTexture

qglTexParameter

qglTexImage
qglTexSubImage

qglCopyTexImage
qglCopyTexSubImage

qglEnable( GL_TEXTURE_* )
qglDisable( GL_TEXTURE_* )

====================================================================
*/

typedef enum {
	IS_UNLOADED,	// no gl texture number
	IS_PARTIAL,		// has a texture number and the low mip levels loaded
	IS_LOADED		// has a texture number and the full mip hierarchy
} imageState_t;

#define	MAX_TEXTURE_LEVELS				14

// surface description flags
const unsigned int DDSF_CAPS           = 0x00000001l;
const unsigned int DDSF_HEIGHT         = 0x00000002l;
const unsigned int DDSF_WIDTH          = 0x00000004l;
const unsigned int DDSF_PITCH          = 0x00000008l;
const unsigned int DDSF_PIXELFORMAT    = 0x00001000l;
const unsigned int DDSF_MIPMAPCOUNT    = 0x00020000l;
const unsigned int DDSF_LINEARSIZE     = 0x00080000l;
const unsigned int DDSF_DEPTH          = 0x00800000l;

// pixel format flags
const unsigned int DDSF_ALPHAPIXELS    = 0x00000001l;
const unsigned int DDSF_FOURCC         = 0x00000004l;
const unsigned int DDSF_RGB            = 0x00000040l;
const unsigned int DDSF_RGBA           = 0x00000041l;

// dwCaps1 flags
const unsigned int DDSF_COMPLEX         = 0x00000008l;
const unsigned int DDSF_TEXTURE         = 0x00001000l;
const unsigned int DDSF_MIPMAP          = 0x00400000l;

#define DDS_MAKEFOURCC(a, b, c, d) ((a) | ((b) << 8) | ((c) << 16) | ((d) << 24))

typedef struct {
	unsigned int dwSize;
	unsigned int dwFlags;
	unsigned int dwFourCC;
	unsigned int dwRGBBitCount;
	unsigned int dwRBitMask;
	unsigned int dwGBitMask;
	unsigned int dwBBitMask;
	unsigned int dwABitMask;
} ddsFilePixelFormat_t;

typedef struct {
	unsigned int dwSize;
	unsigned int dwFlags;
	unsigned int dwHeight;
	unsigned int dwWidth;
	unsigned int dwPitchOrLinearSize;
	unsigned int dwDepth;
	unsigned int dwMipMapCount;
	unsigned int dwReserved1[11];
	ddsFilePixelFormat_t ddspf;
	unsigned int dwCaps1;
	unsigned int dwCaps2;
	unsigned int dwReserved2[3];
} ddsFileHeader_t;

struct MakeAmbientMapParam {
	byte **buffers;
	byte *outBuffer;
	int outSize;
	int samples;
	int size;
	int crutchUp;
	bool specular;
	int side;
};

// increasing numeric values imply more information is stored
typedef enum {
	TD_SPECULAR,			// may be compressed, and always zeros the alpha channel
	TD_DIFFUSE,				// may be compressed
	TD_DEFAULT,				// will use compressed formats when possible
	TD_BUMP,				// may be compressed with 8 bit lookup
	TD_HIGH_QUALITY			// either 32 bit or a component format, no loss at all
} textureDepth_t;

typedef enum {
	TT_DISABLED,
	TT_2D,
	TT_CUBIC,
} textureType_t;

typedef enum {
	CF_2D,			// not a cube map
	CF_NATIVE,		// _px, _nx, _py, etc, directly sent to GL
	CF_CAMERA		// _forward, _back, etc, rotated and flipped as needed before sending to GL
} cubeFiles_t;

#define	MAX_IMAGE_NAME	256
#define MIN_IMAGE_NAME  4

class idImage {
public:
	idImage();

	// Makes this image active on the current GL texture unit.
	// automatically enables or disables cube mapping or texture3D
	// May perform file loading if the image was not preloaded.
	// May start a background image read.
	void		Bind();

	// for use with fragment programs, doesn't change any enable2D/3D/cube states
	void		BindFragment();

	// deletes the texture object, but leaves the structure so it can be reloaded
	void		PurgeImage();

	// used by callback functions to specify the actual data
	// data goes from the bottom to the top line of the image, as OpenGL expects it
	// These perform an implicit Bind() on the current texture unit
	// FIXME: should we implement cinematics this way, instead of with explicit calls?
	void		GenerateImage( const byte *pic, int width, int height,
	                           textureFilter_t filter, bool allowDownSize,
	                           textureRepeat_t repeat, textureDepth_t depth );
	void		GenerateCubeImage( const byte *pic[6], int size,
	                               textureFilter_t filter, bool allowDownSize,
	                               textureDepth_t depth );
	void		GenerateAttachment( int width, int height, GLint format );
	/*	void		GenerateRendertarget(); //~SS
		// added for soft shadows jitter map, but should be generally useful for storing data
		// in a 3D texture. No mipmaps, high quality, nearest filtering, user specifies the format.
		void		GenerateDataCubeImage( const GLvoid* data, int width, int height, int depth, textureRepeat_t repeat,
										   GLuint internalFormat, GLuint pixelFormat, GLuint pixelType );
	*/



	void		CopyFramebuffer( int x, int y, int width, int height, bool useOversizedBuffer );

	void		CopyDepthBuffer( int x, int y, int width, int height, bool useOversizedBuffer );

	void		UploadScratch( const byte *pic, int width, int height );

	// just for resource tracking
	void		SetClassification( int tag );

	// estimates size of the GL image based on dimensions and storage type
	int			StorageSize() const;

	// print a one line summary of the image
	void		Print() const;

	// check for changed timestamp on disk and reload if necessary
	void		Reload( bool checkPrecompressed, bool force );

	void		AddReference()				{ refCount++; };

	//==========================================================

	void		GetDownsize( int &scaled_width, int &scaled_height ) const;
	void		MakeDefault();	// fill with a grid pattern
	void		SetImageFilterAndRepeat() const;
	void		WritePrecompressedImage();
	bool		CheckPrecompressedImage( bool fullLoad );
	void		UploadPrecompressedImage( byte *data, int len );
	void		ActuallyLoadImage( bool checkForPrecompressed, bool fromBackEnd );
	void		StartBackgroundImageLoad();
	int			BitsForInternalFormat( int internalFormat ) const;
	//void		UploadCompressedNormalMap( int width, int height, const byte *rgba, int mipLevel );
	GLenum		SelectInternalFormat( const byte **dataPtrs, int numDataPtrs, int width, int height, textureDepth_t minimumDepth ) const;
	void		ImageProgramStringToCompressedFileName( const char *imageProg, char *fileName ) const;
	int			NumLevelsForImageSize( int width, int height ) const;

	// data commonly accessed is grouped here
	static const int TEXTURE_NOT_LOADED = -1;
	GLuint				texnum;					// gl texture binding, will be TEXTURE_NOT_LOADED if not loaded
	textureType_t		type;
	int					frameUsed;				// for texture usage in frame statistics
	int					bindCount;				// incremented each bind

	// parameters that define this image
	idStr				imgName;				// game path, including extension (except for cube maps), may be an image program
	void	( *generatorFunction )( idImage *image );	// NULL for files
	bool				allowDownSize;			// this also doubles as a don't-partially-load flag
	textureFilter_t		filter;
	textureRepeat_t		repeat;
	textureDepth_t		depth;
	cubeFiles_t			cubeFiles;				// determines the naming and flipping conventions for the six images

	bool				referencedOutsideLevelLoad;
	bool				levelLoadReferenced;	// for determining if it needs to be purged
	bool				precompressedFile;		// true when it was loaded from a .d3t file
	bool				defaulted;				// true if the default image was generated because a file couldn't be loaded
	ID_TIME_T			timestamp;				// the most recent of all images used in creation, for reloadImages command

	int					imageHash;				// for identical-image checking

	int					classification;			// just for resource profiling

	// data for listImages
	int					uploadWidth, uploadHeight;	// after power of two, downsample, and MAX_TEXTURE_SIZE
	int					internalFormat;

	idImage *			hashNext;				// for hash chains to speed lookup

	int					refCount;				// overall ref count
};

ID_INLINE idImage::idImage() {
	texnum = static_cast< GLuint >( TEXTURE_NOT_LOADED );
	type = TT_DISABLED;
	frameUsed = 0;
	classification = 0;
	imgName[0] = '\0';
	generatorFunction = NULL;
	allowDownSize = false;
	filter = TF_DEFAULT;
	repeat = TR_REPEAT;
	depth = TD_DEFAULT;
	cubeFiles = CF_2D;
	referencedOutsideLevelLoad = false;
	levelLoadReferenced = false;
	precompressedFile = false;
	defaulted = false;
	timestamp = 0;
	bindCount = 0;
	uploadWidth = uploadHeight = 0;
	internalFormat = 0;
	hashNext = NULL;
	refCount = 0;
}


// data is RGBA
void	R_WriteTGA( const char *filename, const byte *data, int width, int height, bool flipVertical = false );
// data is an 8 bit index into palette, which is RGB (no A)
void	R_WritePalTGA( const char *filename, const byte *data, const byte *palette, int width, int height, bool flipVertical = false );
// data is in top-to-bottom raster order unless flipVertical is set


class idImageManager {
public:
	void				Init();
	void				Shutdown();

	// If the exact combination of parameters has been asked for already, an existing
	// image will be returned, otherwise a new image will be created.
	// Be careful not to use the same image file with different filter / repeat / etc parameters
	// if possible, because it will cause a second copy to be loaded.
	// If the load fails for any reason, the image will be filled in with the default
	// grid pattern.
	// Will automatically resample non-power-of-two images and execute image programs if needed.
	idImage *			ImageFromFile( const char *name,
	                                   textureFilter_t filter, bool allowDownSize,
	                                   textureRepeat_t repeat, textureDepth_t depth, cubeFiles_t cubeMap = CF_2D );

	// look for a loaded image, whatever the parameters
	idImage *			GetImage( const char *name ) const;

	// The callback will be issued immediately, and later if images are reloaded or vid_restart
	// The callback function should call one of the idImage::Generate* functions to fill in the data
	idImage *			ImageFromFunction( const char *name, void ( *generatorFunction )( idImage *image ) );

	// returns the number of bytes of image data bound in the previous frame
	int					SumOfUsedImages();

	// called each frame to allow some cvars to automatically force changes
	void				CheckCvars();

	// purges all the images before a vid_restart
	void				PurgeAllImages();

	// reloads all apropriate images after a vid_restart
	void				ReloadAllImages();

	// disable the active texture unit
	void				BindNull();

	// Mark all file based images as currently unused,
	// but don't free anything.  Calls to ImageFromFile() will
	// either mark the image as used, or create a new image without
	// loading the actual data.
	// Called only by renderSystem::BeginLevelLoad
	void				BeginLevelLoad();

	// Free all images marked as unused, and load all images that are necessary.
	// This architecture prevents us from having the union of two level's
	// worth of data present at one time.
	// Called only by renderSystem::EndLevelLoad
	void				EndLevelLoad();

	// used to clear and then write the dds conversion batch file
	void				StartBuild();
	void				FinishBuild( bool removeDups = false );
	void				AddDDSCommand( const char *cmd );

	void				PrintMemInfo( MemInfo_t *mi );

	// cvars
	static idCVar		image_roundDown;			// round bad sizes down to nearest power of two
	static idCVar		image_colorMipLevels;		// development aid to see texture mip usage
	static idCVar		image_downSize;				// controls texture downsampling
	static idCVar		image_useCompression;		// 0 = force everything to high quality
	static idCVar		image_filter;				// changes texture filtering on mipmapped images
	static idCVar		image_anisotropy;			// set the maximum texture anisotropy if available
	static idCVar		image_lodbias;				// change lod bias on mipmapped images
	static idCVar		image_useAllFormats;		// allow alpha/intensity/luminance/luminance+alpha
	static idCVar		image_usePrecompressedTextures;	// use .dds files if present
	static idCVar		image_writePrecompressedTextures; // write .dds files if necessary
	static idCVar		image_writeNormalTGA;		// debug tool to write out .tgas of the final normal maps
	static idCVar		image_writeTGA;				// debug tool to write out .tgas of the non normal maps
	static idCVar		image_useNormalCompression;	// use rxgb compression
	static idCVar		image_useOffLineCompression; // will write a batch file with commands for the offline compression
	static idCVar		image_preload;				// if 0, dynamically load all images
	static idCVar		image_forceDownSize;		// allows the ability to force a downsize
	static idCVar		image_downSizeSpecular;		// downsize specular
	static idCVar		image_downSizeSpecularLimit;// downsize specular limit
	static idCVar		image_downSizeBump;			// downsize bump maps
	static idCVar		image_downSizeBumpLimit;	// downsize bump limit
	static idCVar		image_ignoreHighQuality;	// ignore high quality on materials
	static idCVar		image_downSizeLimit;		// downsize diffuse limit
	static idCVar		image_blockChecksum;		// duplicate check
	static idCVar		image_mipmapMode;			// 0 - software, 1 = gl 1.4, 2 = gl 3.0

	// built-in images
	idImage *			defaultImage;
	idImage *			flatNormalMap;				// 128 128 255 in all pixels
	idImage *			ambientNormalMap;			// tr.ambientLightVector encoded in all pixels
	idImage *			rampImage;					// 0-255 in RGBA in S
	idImage *			alphaRampImage;				// 0-255 in alpha, 255 in RGB
	idImage *			alphaNotchImage;			// 2x1 texture with just 1110 and 1111 with point sampling
	idImage *			whiteImage;					// full of 0xff
	idImage *			blackImage;					// full of 0x00
	idImage *			normalCubeMapImage;			// cube map to normalize STR into RGB
	idImage *			noFalloffImage;				// all 255, but zero clamped
	idImage *			fogImage;					// increasing alpha is denser fog
	idImage *			fogEnterImage;				// adjust fogImage alpha based on terminator plane
	idImage *			cinematicImage;
	idImage *			scratchImage;
	idImage *			scratchImage2;
	idImage *			accumImage;
	idImage *			currentRenderImage;			// for SS_POST_PROCESS shaders
	idImage *			scratchCubeMapImage;
	idImage *			specularTableImage;			// 1D intensity texture with our specular function
	idImage *			specular2DTableImage;		// 2D intensity texture with our specular function with variable specularity
	idImage *			borderClampImage;			// white inside, black outside


	idImage *			currentDepthImage;			// #3877. Allow shaders to access scene depth
	idImage *			shadowDepthFbo;
	idImage *			shadowAtlas;
	idImage *			currentStencilFbo; // these two are only used on Intel since no one else support separate stencil
	idImage *			shadowStencilFbo;
	idImage *			bloomCookedMath;
	idImage *			bloomImage;

	//--------------------------------------------------------

	idImage *			AllocImage( const char *name );
	void				SetNormalPalette();
	void				ChangeTextureFilter();

	idList<idImage*>	images;
	idStrList			ddsList;
	idHashIndex			ddsHash;

	bool				insideLevelLoad;			// don't actually load images now

	byte				originalToCompressed[256];	// maps normal maps to 8 bit textures
	byte				compressedPalette[768];		// the palette that normal maps use

	// default filter modes for images
	GLenum				textureMinFilter;
	GLenum				textureMaxFilter;
	float				textureAnisotropy;
	float				textureLODBias;

	idImage *			imageHashTable[FILE_HASH_SIZE];
};

extern idImageManager	*globalImages;		// pointer to global list for the rest of the system

/*
====================================================================

IMAGEPROCESS

FIXME: make an "imageBlock" type to hold byte*,width,height?
====================================================================
*/

byte *R_Dropsample( const byte *in, int inwidth, int inheight,
                    int outwidth, int outheight );
byte *R_ResampleTexture( const byte *in, int inwidth, int inheight,
                         int outwidth, int outheight );
byte *R_MipMap( const byte *in, int width, int height, bool preserveBorder );

// these operate in-place on the provided pixels
void R_SetBorderTexels( byte *inBase, int width, int height, const byte border[4] );
void R_BlendOverTexture( byte *data, int pixelCount, const byte blend[4] );
void R_HorizontalFlip( byte *data, int width, int height );
void R_VerticalFlip( byte *data, int width, int height );
void R_RotatePic( byte *data, int width );

/*
====================================================================

IMAGEFILES

====================================================================
*/

void R_LoadImage( const char *name, byte **pic, int *width, int *height, ID_TIME_T *timestamp, bool makePowerOf2 );
// pic is in top to bottom raster format
bool R_LoadCubeImages( const char *cname, cubeFiles_t extensions, byte *pic[6], int *size, ID_TIME_T *timestamp );
void R_MakeAmbientMap( MakeAmbientMapParam param );

/*
====================================================================

IMAGEPROGRAM

====================================================================
*/

void R_LoadImageProgram( const char *name, byte **pic, int *width, int *height, ID_TIME_T *timestamp, textureDepth_t *depth = NULL );
const char *R_ParsePastImageProgram( idLexer &src );

#endif /* !__R_IMAGE_H__ */